\r
static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; /* green-tinted */\r
static GLfloat lightPosition[4];\r
-static float lightAngle = 0.0, lightHeight = 20;\r
+static float lightAngle = 10.0, lightHeight = 20;\r
\r
\r
/**\r
\r
glPushMatrix();\r
glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 0.0);\r
+ glColor3f(1.0, 1.0, 1.0);\r
\r
/* Draw a yellow ball at the light source. */\r
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
\r
glMatrixMode(GL_PROJECTION);\r
gluPerspective(\r
- 180.0, /* field of view in degree */\r
+ 60.0, /* field of view in degree */\r
1.0, /* aspect ratio */ \r
0.0, /* Z near */\r
900.0 /* Z far */\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
); \r
\r
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
+ glTranslatef( 0.0f, 0.0f, -600.0f); // Move into the Screen 10.0\r
+\r
+ /*glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
glEnable(GL_LIGHT0);\r
- glEnable(GL_LIGHTING);\r
+ glEnable(GL_LIGHTING);*/\r
}\r
\r
/**\r